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Increasing innovation is the main reason of a changing daily work. The interaction of progressing digital technologies and our working society has originated the term “New Work”. “New Work” implies, that like spare time work time becomes part of the world of live. In this context, the self-responsibility, self-determination and self-realization of an individual in the professional as well as in the private environment is important.
The subject of this bachelor thesis is to evaluate the meaning of “New Work”. Also the components and the background is considered in detail by the literature analysis in order to answer the first research question "What is the meaning of the term “New Work" in research and practice?". For this purpose, the central contents of digitalization and technology, structure of work as well as work attitude of “New Work” are taken up and explicitly examined. What perception and what benefits employees and entrepreneurs have in relation to these contents is analyzed in the present bachelor thesis on the basis of a qualitative study. The collected results from the expert interviews also provide a comparison between entrepreneurs and employees understanding, attitude and feelings towards “New Work”.
The interviews show, that “New Work” has a positive influence on the personal and the professional development of individuals. In addition, “New Work” has created new perspectives and requirements for workers and employers. “New Work” is focusing on goal-oriented working attitude and displaces time-oriented work. Through the realization and implementation of these new perspectives and requirements, it results in a fulfilling feeling in the working and living world. Caused by the abolishment of boundaries, “New Work” can be realized. Due to a satisfying profession, the sense and purpose of the work is no longer questioned. The “New Work” development leads to a cultural revolution based and digital changes.

This bachelor thesis implements a system for camera tracking based on a particle filter. For this purpose, a marker tracking is realized and the camera position is calculated based on the marker position. The marker is to be found with a particle filter and in order to accomplish this possible marker positions are simulated, also called particles, and weighted with Likelyhood-Functions. The focus lies on the evaluation of different Likelihood-Functions of the particle filter. The Likelyhood functions were implemented in CUDA as part of the implementation.

The goal of this bachelor thesis was to add an image processing step to the music recognition software AudiVeris, in order to extract data even from faulty music sheet images. The procedure starts with a binarization using a regional version of Otsu's method. Following this the music sheet is searched for possible bendings, similar to those a hardcover book would cause. To achieve this the Hough transform is used for line detection and the k-means algorithm for cluster detection. Thereafter the music image is straightened using the discovered curvature.

In order to simulate realistic motion sequences, muscles must be able to be modelled anatomically correct. Yet it is only possible in SimPack to define muscles as a straight line between two points. This thesis presents an approach where ellipses can be defined through which a muscle must pass. The main problem is to calculate the length of this muscle through the ellipses. An algorithm is presented that calculates the shortest path of a muscle path through this ellipses. This algorithm is then implemented in Fortran 90 and integrated into an existing muscle model in SimPack.

In this thesis criteria and requirements for a successful collaboration platform for the improvement of communication between scientific institutes of the railway industry distributed worldwide are developed and evaluated. First, an introduction to collaboration platforms and their current market situation and trends will be given. The result-ing knowledge will be used for a qualitative content analysis in the form of interviews with the target group of the planned collaboration platform. Based on the basic knowledge and the interviews carried out, hypotheses for communication in scientific institutes will then be formed. These hypotheses serve to create a questionnaire for a quantitative survey of the target group. The following analysis of general collaboration platforms and those of the railway industry provides further insights and describes requirements for a successful conception of a collaboration platform.
A subsequently planned conception of this platform cannot be carried out within the scope of this research work due to a lack of meaningful results and information. The planned quantitative content analysis was too complex for the chosen research context. In this research work, the quantitative questioning will be prepared for the following research work in this topic area. Further work results will be evaluated and made available for the following research work.

In no field of computer science has the hardware developed as rapidly as in the field of computer graphics. Today, we can display complex, geometric scenes in real time in immersive systems and also integrate elaborate simulations.
The aim of this work is to realize the simulation of paint splashes in a virtual world. For this purpose, an application will be implemented with the help of Unity, that uses three different techniques to color the environment with the help of paint splashes. Based on this application, the limits and possibilities of the techniques in virtual environments are examined more closely.
This examination shows that an inverse projection produces the best results.

Using physics simulations natural phenomena can be replicated
with the computer. The aim is to calculate a physical feature as correclty as
possible in order to draw conclusions for the real world. Fields of Application
are, for example, medicine, industry, but also games or films.
Snow is a very complex natural phenomenon due to its physical structure
and properties. To simulate snow, different material properties have to be
considered.
The most important method that deals with the simulation of snow and its
dynamics is the material point method. It combines the Lagrangian particles
based on continuum mechanics with a Cartesian grid. The grid enables
communication between the snow particles, which are not actually connected.
For calculation of particles data is transferred from these particles to
the grid nodes. There, calculations are carried out with information about
neighboring particles. The results are then transferred back to the original
particles. Using GPGPU techniques, physical simulations can be implemented
on the graphics card. Procedures like the material point method
can be parallelized well with these techniques.
This paper deals with the physical basics of the material point method and
implements them on the graphics card using compute shaders. Then performance
and quality are evaluated.

Social Network of Business Objects (SoNBO) is a concept for aggregating information distributed in he-terogeneous system landscapes and making it available via a single user interface. The central idea is to understand company information as a network (graph). There is already a SoNBO-Explorer which integrates the information of a customer relationship management system (CRM system). The challenge in configuring such an application is to identify the corporate network and thus find out how the stored data is linked within the company. A tool that can visualize the corporate network is helpful for this. In this thesis a selfdeveloped tool (SoNBO-Graph-App) is presented as a prototype, which realizes this visualization. With this application the configuration of the network in the SoNBO Explorer consisting of the merged data can be supported by carrying out that configuration on a graphical level. The prototype is connected to two different databases of a Customer Relationship Management (CRM) system and allows the aggregation of these data so that it is displayed as a graph in an overview. This gives the user a better insight and understanding of the relationship between the different data. This work is part of the longterm research project SoNBO, whose goal is a concept for the integration of information from different business application systems.